I'm not a big fan of this "Weapon returns at the end of your opponents turn". It requires a new gameplay mechanic and just sounds weird to me.
Why not give it a 20% chance of not returning to your deck? That would partially fix the deck-out problem and it even makes sense (sometimes the boomerang doesn't return).
I have not been thinking about the weapon lately... I'm not too sure with what I want to do with this the moment. I am not a big fan of rng/%s (random number generators). Let alone, this is a CARD game. Sometimes you flip coins/roll dice for certain effects but it should not be a major part of game mechanics imo. I understand that this is online and the random mechanics are better without the human factor but I like the idea of being able to play this game with actual cards. 90% of Elements could be played IRL if you had the cards... That is just another reason I enjoy this game so much; it has those realistic characteristics if you were to play it in person.
But you are right about the "weapon returns to your deck at the end of your opponents turn". That function is useless. The original idea was to help balance the card and make it susceptible to destruction. It worked well with my "fragile" idea but that is an entirely different mechanic in itself.
In the end I'll most likely give it the 20% chance of failure. It is the simplest way to balance the card at the moment without introducing other more complicated mechanics. (Hopefully later on there will be some more mechanics to chose from. Giving Death an ability like "Creature becomes frail-- destroy upon being targeted (again)" mechanic would be sick).